I'm curious as to what exactly this code means, mainly, the number in red. If anyone can help me out, you'll be helping me greatly towards completing some other xp skills.
Edit: I figured out what it was for, it's the effect.
On a side note, if anyone knows how to/where I need to change details to make defence x3 for xp shield, could you give me some hints.
I don't think that's what it's for. There is another section which has...
Code:
if (SMOn)
AttackDMG *= 10;
with some more defined coding beneath getting into the specifics of it, as well as the *2 damage applied in PVP.
I'm completely stumped on this whole thing. Trying to get XPShield working right now. But I can't seem to get it to provide 3x defence. it just sort of turns on.
Edit: I think I know what that number I was curious about is for, think it's the effect, gonna check more into it. Hope I'm right.
It was for the effect. I just figured it out in the simplest way. While creating XP shield, I used the SM effect, so I changed it to ShieldBuff effect, and now the shields revolve around my character. Gotta love how simple things are and yet half the time you don't realize while testing.
Ya, I figured that out only moments after posting, so this thread was a complete waste. Finally making progress on xp shield, got the 3x damage working, but can't get the characters defence to turn back to normal after the time runs out. best I've managed is reducing damage to the point that monsters do 2.5x damage, and I can't correct it without being able to provide a decimal change to the status switch. However, it won't let me use double in any of my coding for the xp shield to make that possible. Gotta love it. ><
Edit: I've tried using division to correct defence after the skills time runs out, however that doesn't seem to work properly.
You test them, each number is the previous number * 2...
They're stat flags. it's easier to look at in hex(as every one is like 0x20 0x40 0x80 0x100..etc).
The reason for this is say you are bluenamed(flag 0x01/1) and dead(flag 1024) your total stat flag would be 1025... you send the packet and CO determines what flags you have and shows them. This is how you make a cyclone speedhack(write process memory to the cyclone flag), and also why you can't make a superman hack(as it is only the effect, not the *10 damage).
You test them, each number is the previous number * 2...
They're stat flags. it's easier to look at in hex(as every one is like 0x20 0x40 0x80 0x100..etc).
The reason for this is say you are bluenamed(flag 0x01/1) and dead(flag 1024) your total stat flag would be 1025... you send the packet and CO determines what flags you have and shows them. This is how you make a cyclone speedhack(write process memory to the cyclone flag), and also why you can't make a superman hack(as it is only the effect, not the *10 damage).
K, But still my question is unanswered, Were to find all those 'stat flags' ?
Cuz with those I could make NightDevil, DivineHare etc,,,
EXPLAIN THIS, NOW! 05/28/2010 - SRO Private Server - 12 Replies http://img694.imageshack.us/img694/7242/65216029.p ng
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